Robot Gridiron

Devlog · June 20, 2026

Introducing Robot Gridiron

What I'm building, why I'm building it, and why this devlog exists.

This is the first devlog post for Robot Gridiron — a long-arc football management game I’ve been building for a while.

The pitch is simple. Standard American football, with one twist: every player on the field is a robot, and every robot started life as an undifferentiated blank chassis with the lowest possible value in every stat. What they become is up to you. You’re the Owner. You call the plays on game day. You shape your roster through upgrades, trades, and a sealed-bid marketplace. You watch your robots play.

You don’t tackle, throw, or block. You don’t mash buttons. You make decisions. The simulation honors them.

Why I’m building this

Because sometimes you just have to build the damn thing yourself.

I enjoy the dynasty aspect of EA’s College Football and, sort of, the Franchise mode in Madden, but neither fully scratches my itch. Can’t put my head around exactly what is missing so I just figured I would build something myself and see where it takes me.

Sports management sims usually have characters. They don’t usually have characters that started identical and grew into themselves on your watch. That’s the gap.

Why a devlog

A few reasons.

First, building in public makes the work better. Feedback during development beats feedback at release. You can shape what’s going to ship.

Second, I want a record. Six months from now I’ll forget why I made certain choices. Writing them down makes future-me a better collaborator with present-me.

Third, if you’re the kind of person who plays Football Manager because the experience of the calendar is the game — three months of preseason scouting and one screen of contract negotiation feels right, somehow — then I want to find you now, not at launch. We can talk about what works. You can tell me what bothers you. We can argue about whether prevent defense is actually any good.

What’s already built

A lot, actually. Some of what’s currently working:

  • A 1v1 battle resolver that determines play outcomes by stacking individual matchups (your left tackle vs. their right end, your receiver vs. their corner, etc.) rather than averaging team stats.

This is my current development. I started by building an overall play resolver and mapping the UI to it. Simply didn’t work so as we speak I’m building a resolver that determines outcomes at every tick.

  • A coverage-density passing model where multiple defenders near the catch point compound super-linearly — so the offense really does have to find the open seam, not just throw to whoever’s targeted.

  • A web admin app for authoring plays and formations visually instead of editing JSON. Right now authoring is controlled by an admin (me). I’ll add plays then they’ll be available to the public via the master library. On my backlog is the ability for each owner to create their own plays. That’s WELL down the line.

  • The first concept art for the blank chassis. I’m not a digital artist so sue me if it sucks. Once I’m able to get through the core mechanics of the game I’ll switch to spit and polish.

What’s not built: most of the management surface. No marketplace, no upgrade trees, no aging system, no career arc, no season standings. The foundation is the gameplay engine. Everything else is the next year of work.

What I’m not going to publish here

I’m building this to ship, not to hand a competitor a head start. The deep mechanics — exact stat formulas, the matchup tables, salvage quality math, repair costs, the structure of the upgrade trees — those stay private until the game’s in beta. The vibe and the progress go on the devlog. The recipe doesn’t.

That’s a real tension when you’re building in public. I’m going to navigate it by showing the what and the why, but not the how.

What’s next

I’ll post when there’s something to update — a screenshot of the field, a scrub through a play, an art update, a UI mockup, a system that just came together. Probably every few days as my real job allows. No fixed cadence, because that turns into a chore and the posts get worse.

Get involved

If you want to follow along — see what’s shipping, see the rough edges, give feedback on early systems — the Discord is where the conversation lives. The link is in the header.

There will eventually be a closed beta. The Discord is the way in.

Thanks for being here.